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246 lines
11 KiB
C++
246 lines
11 KiB
C++
/*
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* Copyright (c) Contributors to the Open 3D Engine Project.
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* For complete copyright and license terms please see the LICENSE at the root of this distribution.
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*
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* SPDX-License-Identifier: Apache-2.0 OR MIT
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*
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*/
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#include <AZTestShared/Math/MathTestHelpers.h>
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#include <AzCore/Component/Entity.h>
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#include <AzFramework/Components/TransformComponent.h>
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#include <Utils/MeshAssetHelper.h>
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#include <UnitTestHelper.h>
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#include <ActorHelper.h>
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#include <Integration/Components/ActorComponent.h>
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namespace UnitTest
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{
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//! Fixture to setup entity with actor component and the tests data.
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class NvClothMeshAssetHelper
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: public ::testing::Test
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{
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public:
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const AZStd::string RootNodeName = "root_node";
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const AZStd::string MeshNode1Name = "cloth_node_1";
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const AZStd::string MeshNode2Name = "cloth_node_2";
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const AZStd::string OtherNodeName = "other_node";
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const AZStd::vector<AZ::Vector3> MeshVertices = {{
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AZ::Vector3(-1.0f, 0.0f, 0.0f),
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AZ::Vector3(1.0f, 0.0f, 0.0f),
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AZ::Vector3(0.0f, 1.0f, 0.0f)
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}};
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const AZStd::vector<NvCloth::SimIndexType> MeshIndices = {{
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0, 1, 2
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}};
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const AZStd::vector<VertexSkinInfluences> MeshSkinningInfo = {{
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VertexSkinInfluences{ SkinInfluence(1, 1.0f) },
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VertexSkinInfluences{ SkinInfluence(1, 1.0f) },
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VertexSkinInfluences{ SkinInfluence(1, 1.0f) }
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}};
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const AZStd::vector<AZ::Vector2> MeshUVs = {{
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AZ::Vector2(0.0f, 0.0f),
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AZ::Vector2(1.0f, 0.0f),
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AZ::Vector2(0.5f, 1.0f)
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}};
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// [inverse mass, motion constrain radius, backstop offset, backstop radius]
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const AZStd::vector<AZ::Color> MeshClothData = {{
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AZ::Color(0.75f, 0.6f, 0.5f, 0.1f),
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AZ::Color(1.0f, 0.16f, 0.1f, 1.0f),
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AZ::Color(0.25f, 1.0f, 0.9f, 0.5f)
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}};
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const AZ::u32 LodLevel = 0;
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protected:
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// ::testing::Test overrides ...
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void SetUp() override;
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void TearDown() override;
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EMotionFX::Integration::ActorComponent* m_actorComponent = nullptr;
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private:
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AZStd::unique_ptr<AZ::Entity> m_entity;
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};
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void NvClothMeshAssetHelper::SetUp()
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{
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m_entity = AZStd::make_unique<AZ::Entity>();
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m_entity->CreateComponent<AzFramework::TransformComponent>();
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m_actorComponent = m_entity->CreateComponent<EMotionFX::Integration::ActorComponent>();
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m_entity->Init();
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m_entity->Activate();
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}
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void NvClothMeshAssetHelper::TearDown()
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{
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m_entity->Deactivate();
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m_actorComponent = nullptr;
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m_entity.reset();
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}
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_CreateAssetHelperWithInvalidEntityId_ReturnsNull)
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{
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AZ::EntityId entityId;
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(entityId);
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EXPECT_TRUE(assetHelper.get() == nullptr);
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}
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_CreateAssetHelperWithValidEntityId_ReturnsValidMeshAssetHelper)
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{
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AZStd::unique_ptr<AZ::Entity> entity = AZStd::make_unique<AZ::Entity>();
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(entity->GetId());
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EXPECT_TRUE(assetHelper.get() != nullptr);
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EXPECT_TRUE(azrtti_cast<NvCloth::MeshAssetHelper*>(assetHelper.get()) != nullptr);
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}
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_CreateAssetHelperWithActor_ReturnsValidMeshAssetHelper)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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EXPECT_TRUE(assetHelper.get() != nullptr);
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EXPECT_TRUE(azrtti_cast<NvCloth::MeshAssetHelper*>(assetHelper.get()) != nullptr);
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}
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_GatherClothMeshNodesWithEmptyActor_ReturnsEmptyInfo)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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NvCloth::MeshNodeList meshNodes;
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assetHelper->GatherClothMeshNodes(meshNodes);
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EXPECT_TRUE(meshNodes.empty());
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}
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TEST_F(NvClothMeshAssetHelper, MeshAssetHelper_ObtainClothMeshNodeInfoWithEmptyActor_ReturnsFalse)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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NvCloth::MeshNodeInfo meshNodeInfo;
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NvCloth::MeshClothInfo meshClothInfo;
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bool infoObtained = assetHelper->ObtainClothMeshNodeInfo("", meshNodeInfo, meshClothInfo);
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EXPECT_FALSE(infoObtained);
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}
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// [TODO LYN-1891]
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// Revisit when Cloth Component Mesh works with Actors adapted to Atom models.
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// Editor Cloth component now uses the new AZ::Render::MeshComponentNotificationBus::OnModelReady
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// notification and this test does not setup a model yet.
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TEST_F(NvClothMeshAssetHelper, DISABLED_MeshAssetHelper_GatherClothMeshNodesWithActor_ReturnsCorrectMeshNodeList)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->AddJoint(RootNodeName);
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auto meshNode1Index = actor->AddJoint(MeshNode1Name, AZ::Transform::CreateTranslation(AZ::Vector3(3.0f, -2.0f, 0.0f)), RootNodeName);
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auto otherNodeIndex = actor->AddJoint(OtherNodeName, AZ::Transform::CreateTranslation(AZ::Vector3(0.5f, 0.0f, 0.0f)), RootNodeName);
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auto meshNode2Index = actor->AddJoint(MeshNode2Name, AZ::Transform::CreateTranslation(AZ::Vector3(0.2f, 0.6f, 1.0f)), OtherNodeName);
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actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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NvCloth::MeshNodeList meshNodes;
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assetHelper->GatherClothMeshNodes(meshNodes);
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ASSERT_EQ(meshNodes.size(), 2);
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EXPECT_TRUE(meshNodes[0] == MeshNode1Name);
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EXPECT_TRUE(meshNodes[1] == MeshNode2Name);
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}
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// [TODO LYN-1891]
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// Revisit when Cloth Component Mesh works with Actors adapted to Atom models.
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// Editor Cloth component now uses the new AZ::Render::MeshComponentNotificationBus::OnModelReady
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// notification and this test does not setup a model yet.
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TEST_F(NvClothMeshAssetHelper, DISABLED_MeshAssetHelper_ObtainClothMeshNodeInfoWithActor_ReturnsCorrectClothInfo)
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{
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{
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auto actor = AZStd::make_unique<ActorHelper>("actor_test");
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actor->AddJoint(RootNodeName);
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auto meshNode1Index = actor->AddJoint(MeshNode1Name, AZ::Transform::CreateTranslation(AZ::Vector3(3.0f, -2.0f, 0.0f)), RootNodeName);
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auto otherNodeIndex = actor->AddJoint(OtherNodeName, AZ::Transform::CreateTranslation(AZ::Vector3(0.5f, 0.0f, 0.0f)), RootNodeName);
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auto meshNode2Index = actor->AddJoint(MeshNode2Name, AZ::Transform::CreateTranslation(AZ::Vector3(0.2f, 0.6f, 1.0f)), OtherNodeName);
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actor->SetMesh(LodLevel, meshNode1Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->SetMesh(LodLevel, otherNodeIndex, CreateEMotionFXMesh(MeshVertices, MeshIndices));
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actor->SetMesh(LodLevel, meshNode2Index, CreateEMotionFXMesh(MeshVertices, MeshIndices, MeshSkinningInfo, MeshUVs/*, MeshClothData*/));
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actor->FinishSetup();
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m_actorComponent->SetActorAsset(CreateAssetFromActor(AZStd::move(actor)));
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}
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AZStd::unique_ptr<NvCloth::AssetHelper> assetHelper = NvCloth::AssetHelper::CreateAssetHelper(m_actorComponent->GetEntityId());
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NvCloth::MeshNodeInfo meshNodeInfo;
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NvCloth::MeshClothInfo meshClothInfo;
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bool infoObtained = assetHelper->ObtainClothMeshNodeInfo(MeshNode2Name, meshNodeInfo, meshClothInfo);
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EXPECT_TRUE(infoObtained);
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EXPECT_EQ(meshNodeInfo.m_lodLevel, LodLevel);
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ASSERT_EQ(meshNodeInfo.m_subMeshes.size(), 1);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_primitiveIndex, 2);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_verticesFirstIndex, 0);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_numVertices, MeshVertices.size());
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_indicesFirstIndex, 0);
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EXPECT_EQ(meshNodeInfo.m_subMeshes[0].m_numIndices, MeshIndices.size());
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EXPECT_EQ(meshClothInfo.m_particles.size(), MeshVertices.size());
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EXPECT_EQ(meshClothInfo.m_particles.size(), MeshClothData.size());
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for (size_t i = 0; i < meshClothInfo.m_particles.size(); ++i)
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{
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EXPECT_THAT(meshClothInfo.m_particles[i].GetAsVector3(), IsCloseTolerance(MeshVertices[i], Tolerance));
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EXPECT_NEAR(meshClothInfo.m_particles[i].GetW(), MeshClothData[i].GetR(), ToleranceU8);
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}
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EXPECT_EQ(meshClothInfo.m_indices, MeshIndices);
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EXPECT_THAT(meshClothInfo.m_uvs, ::testing::Pointwise(ContainerIsCloseTolerance(Tolerance), MeshUVs));
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EXPECT_EQ(meshClothInfo.m_motionConstraints.size(), MeshClothData.size());
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for (size_t i = 0; i < meshClothInfo.m_motionConstraints.size(); ++i)
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{
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EXPECT_NEAR(meshClothInfo.m_motionConstraints[i], MeshClothData[i].GetG(), ToleranceU8);
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}
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EXPECT_EQ(meshClothInfo.m_backstopData.size(), MeshClothData.size());
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for (size_t i = 0; i < meshClothInfo.m_backstopData.size(); ++i)
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{
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EXPECT_THAT(meshClothInfo.m_backstopData[i], IsCloseTolerance(AZ::Vector2(MeshClothData[i].GetB() * 2.0f - 1.0f, MeshClothData[i].GetA()), ToleranceU8));
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}
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}
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} // namespace UnitTest
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